Killing Floor Sandbox Configuration

Killing Floor Sandbox Configuration

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Killing Floor Sandbox Configuration

Geekrainian #1

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    Killing Floor Sandbox Configuration

    Let’s look at the global game settings, mainly sandbox. Settings are located in the KillingFloor.ini file in the [KFmod.KFGameType] section.

    Enabling Sandbox

    To enable sandbox, you need to set the KFGameLength=3 parameter in the killingfloor.ini file in the [KFmod.KFGameType] section.

    Main Parameters

    • KFGameLength — number of waves:
      • 0 — 4 waves
      • 1 — 7 waves
      • 2 — 10 waves
      • 3 — custom number of waves
    • StartingCash — amount of money when entering the map (only applies when KFGameLength=3).
    • MinRespawnCash — minimum amount of money when respawning after death (only applies when KFGameLength=3).
    • bUseEndGameBosstrue enables Patriarch at the end of the game, false — disables.
    • LobbyTimeout — time (in seconds) of delay in menu before map starts.
    • bEnemyHealthBarstrue enables health bars display for all players (only applies when KFGameLength=3).
    • MaxZombiesOnce — maximum possible number of monsters simultaneously on the map (only applies when KFGameLength=3).
    • InitialWave — wave configuration number from which the game will start (only applies when KFGameLength=3).
    • FinalWave — wave configuration number at which the game will end (only applies when KFGameLength=3).
    • FriendlyFireScale — amount of damage to allies (in fractions: 1.0 = 100%, 0.1 = 10%).
    • WaveStartSpawnPeriod — wave spawn period (recommended value: 6.000000). Decreasing the value speeds up wave appearance.

    Sandbox Parameters (KFGameLength=3)

    Monster List

    Each line describes a monster that can be used in the game:

    MonsterClasses=(MClassName="KFChar.ZombieClot",Mid="A")
    • MClassName — monster “name” (class).
    • Mid — letter index (case doesn’t matter), conditional designation of monster in settings (see below).

    Monster Squads

    Monsters in the game spawn in groups. Each line defines the composition of one group:

    MonsterSquad=4A1G

    Example: 4A1G means that the group includes 4 monsters with index A and 1 with index G.

    Wave Configurations

    Each line sets a wave configuration:

    Waves[0]=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255,WaveDifficulty=0.000000)
    • [0] — wave number. Used in InitialWave and FinalWave.
    • WaveMaxMonsters — number of monsters in the wave per player.
    • WaveDuration — wave duration.
    • WaveDifficulty — wave difficulty modifier.
    • WaveMask — numeric code that determines which squads will spawn on the wave.

    How to Calculate WaveMask

    Let’s say there are three groups:

    MonsterSquad=4A
    MonsterSquad=4A1G
    MonsterSquad=2B

    We need groups 2 and 3 to appear on the wave. Mentally write 1 next to each group if it should appear, and 0 if not:

    0 MonsterSquad=4A
    1 MonsterSquad=4A1G
    1 MonsterSquad=2B

    Write out the sequence of zeros and ones from bottom to top (from last to first):

    110

    This is a binary number. Convert it to decimal — we get 6. This value needs to be written in WaveMask for the desired wave.

    Tip (Windows Calculator)
    1. Switch to “Engineering”/“Scientific” mode.
    2. Select Bin number system and enter 110.
    3. Switch to Dec — you get 6. This is the WaveMask.
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